Thief – Radderic
Mesmer – Smash Kablooey
Over the past month I’ve been trying to completely understand Warrior. I’ve already done so on Mesmer, Thief and Elementalist. This leads me to trying various builds within the classes and seeing how effective they are, such as bunker, DPS, condition, and CC. I’ve had much success with my CC Warrior, but the transition to condition build has been less than good.
So to the point. My biggest woes that are consistent with Warrior is the lack of variety of conditions that allow for easy condition removal from opponents. Even with diversifying my conditions by using sword main hand for bleeds, cripple and immobilize, as well as the burning on longbow has left me puzzled on how to make this work well. Though I must admit, this is a problem most condition builds face in GW2 in nearly all classes, however Warrior seems unnaturally poor at it from my perspective.
I would like to know, if there is something I could to do better with conditions on Warrior. Perhaps I’m overlooking some important aspect or just playing poorly. Advice would be wonderful and appreciated.
I feel like the title should have read: “That stealth nerf you’ve all been culling for”
I’ve noticed when you are bounced backwards like on an ability such as elementalists updraft, engineers overcharged shot, etc. there is a moment when your stun breaker will cast, but it won’t break the bouncing or the following knockdown. This leads to a moment where you are completely vulnerable and wasted a stun breaker.
Now I’m not QQing or anything, but is this intentional? Logic tells me that if I am knocked down by another ability without the bouncing, I can use my stun breaker to counter it. However when an ability that bounces the target is used on you, you have to wait until the bouncing stops, which is about a second or two where you cannot do anything besides instant casts, but you will still be down. Only once you have stopped moving, the stun breaker will work properly.
Luckily there’s only a few abilities that do this so it’s not a pressing issue.
I can upload a brief video to show what I’m talking about, in case I’m being unclear.
I use almost exactly the same build in sPvP, except I use Leg Specialist (I in Tactics) instead of Empowered (VI in Tactics). I also use the Cleric’s Amulet for high toughness and healing power. I use Sigils of Energy for the extra, and frequent dodge rolls on each weapon swap.
From my experience though, it’s a very good build that is incredibly fun to play! I give this build two thumbs up!
A lot of sPvP learning can be done through playing purely through matches but in some cases (like yours) it’s like reinventing the wheel, in which you don’t have to do it. Watch a stream or youtube video of someone else playing tPvP/sPvP or something of your class to see how people play to learn strategies and tricks specific to Mesmer.
Also, don’t keep changing your key bindings, it will probably cause more harm than good.
The only thing I have to say about it is that I feel bad for the low level players in starting zones. I ran around trying not to one shot everything so they could get credit. I remember when I was leveling an alt, high level people would kill everything before I could touch it. Was a bit annoying imo.
The JP in EB was designed to be camped, that’s why they have the traps there. It’s in a PvP zone. Therefore, people camp and kill each other.
Besides, I really enjoy fighting my way to the top. Fighting makes it FAR more interesting and exciting. Why do you want to deny me of something that makes the game fun for me just so you can get loot easier? If you’re having so much trouble getting to the top, bring a Mesmer with a focus and just suck people off and kill them, works every time.
I personally don’t see a GOOD reason why I need the occasional C.) avoid 3-5 jerks from another server who sees you as an easy target.
Because your carebear tears are delicious.
I avoid PvP for exactly this. I’m not competitive and I don’t like playing vs people who can’t see it as fun and not “srs bsns” and ways to enlarge their egos. There was no reason to leave a rude response. How about contributing to the topic at hand with no bias?
What’s biased about my response? I love killing glass cannon PvE warriors over and over at the entrance until they join my party and call me naughty things. It’s why I hope they never change the JP.
The JP environment is one of the most dynamic and interesting places for small scale PvP in the game. Why should they take this awesome place away from the PvPers because you are too scared to fight something that isn’t AI? Why don’t you go do all of the other JPs in the game that are inside of the PvE part of the game instead?
Exactly, agree 100%.
So since the dungeon has come up in the monthly again me and my friend who have never really done dungeons since release just started doing them.
We generally avoided doing dungeons because we didn’t like grouping up with others who take it seriously and we just like doing our own thing. To our surprise we found the story dungeons to be really fun to do and really enjoyed the storytelling.
We’ve only done the first 3 dungeons (AC, CM, and TA) and are planning on doing them in order all on story mode first. I personally liked the story in all of them thus far, however we didn’t enjoy the mobs in CM. My favorite boss was actually in TA, the last fight when you had to fight the nightmare versions of Logan, Rytlock, Eir, and Zojja. At first we thought we wouldn’t be able to do it, but once we figured out how to prevent Faolain from recreating the nightmares it was awesome. Special mention to Caydern because of his cat transforming abilities which were hilariously awesome. We both agreed we wanted the endless cat tonic after that battle.
Tomorrow I believe we are going to do a few more, at least enough to complete the monthly, so I’m excited for that. I guess the moral of this post is to say:
1. We were afraid to run into hardcore dungeon players who only wanted to do explorable mode, so we two manned up instead.
2. We really enjoy the stories in the dungeons thus far.
3. We are excited to do more tomorrow.
4. I encourage people who shared similar opinions about dungeons to find a way to give them a try, as you might be surprised how fun they are.
Here’s a fun clip of what we managed to do today in AC:
http://www.youtube.com/watch?v=TL7PcSuP_fE&feature=youtu.be
It seems like an easy decision… To just buy the ascended gear and get it over with, but I sure do want that silly Endless Mystery Cat Tonic. Though the assorted gear for the various classes (Ranger Gear, Thief Gear, etc) for 5 Laurels has me curious. Perhaps it has a chance to give out Precursors? Hard to say, but I’m too much of a sucker for Cat Tonics.
What are you going to go for first? Or maybe you’re saving them up in anticipation for other items?
Watch out for an engi from SoS on kaineng, he has the power of teleportation and immunity while downed, he also had CoF gear.
I confirm this. I have footage of this player hacking. Me and my friend must have killed him about 5 times over and over and he kept coming after us within seconds of killing him. Good thing he was terrible though.
I’ve never had issues with any of the venoms as a long time P/D Venom Thief. Therefore I find it bizarre that the forum is blotted with this topic once in a while. If you posted a video of it happening I would be more inclined to believe it’s a bug rather than a conceptual mistake.
P.S. Venoms do not proc, they hit or they don’t.
Reminds me of Tonn’s death and how hilariously stupid it was. I literally stood there for about 5 minutes waiting to see if they would change their mind about “sacrificing” him. Also the attempt to make me feel sad when talking to his wife was very, very funny just due to the bizarre reaction she had and the voice acting.
No dodging? Standing in caltrops? Instead, complaining and saying “enjoy ur ban”? Last time I checked those don’t counter much of anything except credibility.
If you only ran into 2 or 3 Thieves who do this, don’t you think it’s a bit silly to be calling it out as OP already and wanting it to be nerfed?
To be fair, it’s amazing how many people still don’t know the difference between the real downed Mesmer and it’s downed clone. So you have that going for you. Also, even when Thieves blink away, any class that can react fast enough has the potential to blink when finishing and kill them regardless. Thus, if you wait a second from which they start spiking, you will always live the first finisher attempt. That’s just my perspective though.
In Magic the Gathering the card game the developers a long while ago identified three personality profiles of its players: Timmy, Johnny, and Spike. I believe this concept can be easily adapted to GW2 PvP.
If you are unfamiliar with where this is going, basically each name identified a reason for which these types of people play the card game and how they enjoy its aspects.
A Timmy in GW2 would most likely be identified as someone who loves to see the big hitting numbers. They probably run burst builds and most of their pleasure is gained when they decimate an opponent without losing much health. Timmys are social and enjoy playing with friends in PvP and probably play casually.
A Johnny is a player who loves the theory of PvP such as making builds and testing them. So long as the build manages to do what it was designed to do, whether a win or loss, a Johnny will be satisfied. A Johnny will try and find ways to make traits and abilities considered useless by the general population work into a viable build. Build synergy is important to a Johnny.
A Spike is the competitive player. They play to win at any cost and only use the best builds known. A large portion of the competitive scene would fit this profile. Like said in the article linked below, if they win 9 matches out of 10, they will be unhappy that they didn’t win that last match.
These profiles can overlap, and create what the article refers to as hybrids such as a Timmy/Johnny, Timmy/Spike, etc. or even a combination of all three.
So, with this said, what profile do you fit? Or perhaps you fit into a new category not mentioned?
The article: http://www.wizards.com/magic/magazine/article.aspx?x=mtgcom/daily/mr11b
I think I fit quite tightly into the Johnny profile. Making a build is very fun for me and getting it to work highly synergistic is a great feeling.
(edited by Vile.5678)
I posted a build several hours ago that involves stacking large amounts of confusion. If you want you can take a look at it to get some ideas.
https://forum-en.gw2archive.eu/forum/professions/mesmer/Potential-Confusion-Build/first#post1103997
I’ve been working with a confusion build for a while now in SPvP but recently had ideas on how to make it better using unconventional techniques to add confusion.
http://gw2skills.net/editor/?fgEQNArfWlwzipXUTrGb9ICqHXn1VdkU0aoWJFz2FC;TsAgyCuo+y8l4LLMuvkft+Y8xsDA
If the link doesn’t work, copy and paste it to the URL bar and it should work.
Three Synergistic Traits and their Significance:
Confusing Enchantments: Glamour skills cause confusion for 5 seconds to foes who enter or exit their areas.
– Used with Portal Entre, placing the entrances on control points so when the opponents step on them and/or step off, they get 1 stack of confusion.
Dazzling Glamours: Glamour skills blind foes at target location.
– Once again used with Portal Entre placed on points to add blindness to foes when they step onto the portal entrance.
Blinding Befuddlement: Cause confusion when you blind your foe.
– Obviously significant when combined with the previously mentioned traits to add 1 stack of blindness from Confusing Enchantments and another stack of confusion from the blindness from Dazzling Glamours.
Thus in total you potentially get 2 stacks of confusion and blind added to your opponent for each time they step on the portal entrance. And when they step off, they get an additional stack of confusion. This is the most unusual aspect of the build.
Other ways to add stacks of confusion:
Scepter: #2 Counterspell (blind also adds confusion), and #3 Confusing Images.
Torch: #4 The Prestige (blind also adds confusion), and #5 Phantasmal Mage.
Staff: #4 Chaos Armor (when hit has potential to add confusion)
Shattering illusions also adds confusion due to the minor trait Illusionary Retribution. Cry of Confusion thus adds 2 stacks of confusion per illusion shattered.
Also, Staff’s #5, Chaos Storm creates a combo field Etheral, and when using torches #4 The Prestige in the field it grants you Chaos Armor from both entering and exiting stealth.
Now, this entire build hinges on the idea that these three traits actually work with Portal Entre. One would assume, but based on how many bugs are in this game at this moment, I’m not going to keep high hopes for this build just yet.
Playstyle: In general I would assume there would be a large emphasis on playing somewhat defensively while trying to stack confusion and conditions. Also constant creation of clones is very important for shattering purposes as well as defensive ones. Dodging creates clones, thus I equipped Sigils of Energy to the Staff and Scepter to grant easy endurance. Decoy and The Prestige are used to break targeting to make it harder to track and increase longevity.
Unfortunately my good computer is broken at the moment so I can’t test this out for a while and I’m curious if anyone could do me the favor. Thoughts and criticisms on the build are welcome.
Hmm i tested it with 30 trait in dealy arts and didnt see difference in time, while it should be 3 s ( means double) if u think its affected by that, so i gues it isnt, couse that would be kinda op.
The elite Venom does not benefit from that trait.
Yea, I know kitten right. Never understood why they call it an elite. Just an overhyped utility. Kinda like people that think that Will Smith is a good actor.
Residual Venom trait?
It works with Basilisk Venom.
To OP:
I really like Basilisk Venom. It works very well in my control build and is great for pulling off combos in my build. I run Residual Venom and Quick Venoms, meaning if perceive an engagement well, I can use basically 4 stuns within 6 seconds. With that in mind, if I add my CC up I have the power to use a total of (4 Basilisk Venom + 3 Devourer Venom + 1 Scorpion Wire =) 8 forms of immobilization in my build within a span of 6 seconds.
I’m not sure if this has been suggested before, but here I go:
I’ve noticed some interesting discussions regarding Thief and stealth. This specifically pertains to the idea that some have mentioned that you can’t hit a Thief when they are stealthed. Most of you realize this is false, as you can, but the fact that it’s difficult to know where a Thief is and impossible to know if you are indeed hitting them. I’ve seen many suggestions to AoE the location where you think a Thief is. Although they have argued once more that it’s impossible to know if you are hitting the Thief and that if the Thief has half a brain he wouldn’t be anywhere near the AoE field.
I stand a bit on the middle ground on this issue, and definitely can see both perspectives being justified as a long time Thief player.
So I come to this, a suggestion. How about there is some sort of reward to those who use foresight to predict a Thieves movement? Something that distorts the stealth of the Thief when hit by direct damage. Similar to a Spy using the starting invisibility watch in TF2, that when hit makes them slight visible, but does not break stealth. This would encourage intelligent movement within stealth, and still allow the Thief to be able to pull off stealth attacks such as Bacstab, (MH Dagger), Surprise Shot (Short Bow), and Sneak Attack (MH Pistol).
The exceptions would be condition damage does not cause distortion of stealth, only direct damage. I’m not sure about channeling skills, they might be too strong against Thieves in this situation as they already follow through in stealth and if it is a long duration channeling skill, then the stealth would be pointless. However, this could argue it forces the Thief to think carefully before stealthing.
I hope I did a decent job explaining the basic concept. I am open to criticism, additional suggestions, and respectful discussion.
Quaggan with a bowl of delicious Sylvari salad. Mmmm…
I think a large problem is that people who want to nerf Thieves have horrid suggestions. They don’t understand the the implications of what they suggest are far more complex as just, “Nerf x to oblivion, problem solved”. I’m actually not all that opposed to nerfing Thief, but changes shouldn’t be done by people who never played Thief and understand very little.
That is my biggest complaint. Give me a well thought out nerf to Thief and I will probably agree with you.
Bursty thieves spend very little time in stealth. They’re just using it to deliver Backstab as quickly as possible.
This. Your proposed solution doesn’t even address the issue which some people have difficulty with.
The problem most noobs and glass cannons have with Thieves is that they don’t know how to fight a glass cannon Thief. Glass cannons of any class aren’t nearly the threat to more experienced players than they are to noobs and other glass cannons. Once someone gets a little more experience and learns the game more, these noob killing builds aren’t that bad.
The problem is that even after you get them to low health they stealth and run out of sight. Its much to easy for them to get into stealth, heck even the healing skill stealths them.
I don’t understand why people consider this such a big deal. From my perspective, if a Thief runs away, it means that I’ve won the fight. It’s no different from an Elementalist using RTL to escape, right?
Edit: Aww, well, the poster above said the same thing.
(edited by Vile.5678)
I run a control build that has allowed me much success. I’ve only seen one other Thief in my entire time playing using a similar build, so I’d say it’s unique. Also, it’s fun to use.
I just a few minutes ago I was turning into either a Ventari, Doll, or Dolyak. Now just a Dolyak. Same result a dozen times over too.
I would love a spectator mode. I agree with SameHH.
I just hope it works well when it comes out.
- Deadly Arts increases Power and Condition Duration, specializing in Venoms in particular.
I actually prefer Acrobatics over Deadly Arts for a lot of situations. Acrobatics lends itself to Might stacking, which can be a potent way to boost your conditons and, IMO, has better traits as well. You’ll miss out on the awesomeness that is Trickery’s Utility Steal + Deadly Art’s Damage Steal.
Indeed. While I think it’s important to have a well synergized solid build, having a build you can enjoy is more important. I prefer my control build because I like the uniqueness, and the pride of making in a time of only heartseeker and backstab about 2.5 months ago. I greatly enjoy the playstyle as well. That’s why I said to not take only my word on it as there are many viable builds out there.
I read about a might stacking build a week or so ago which I commended for it’s synergistic elements. I have no doubts that might stacking is a great path to go.
Also I use my Mug + Steal + Basilisk Venom as protection against any burst class. I’d be afraid to give it up!
I’m just going to point out some things:
- P/D is better for condition builds and stacking bleeds than P/P.
- I personally think Signet of Shadows is a worthless utility slot
- Blinding Powder is ok, but I personally don’t think it’s worthwhile in a condition build
- Short Bow is great for condition builds with a poison field and spammable AoE bleed ability
– Deadly Arts increases Power and Condition Duration, specializing in Venoms in particular.
– Trickery increases Condition Damage and can reduce cooldown on Caltrops by 20% among other things.
– D/D is better at AoE bleed but has a tendency to put the user at risk of strong melee enemies. P/D is better at single target bleeds and damage and doesn’t put you at risk as much.
There are a lot of things you can do, don’t just take my word on it though. I definitely think condition builds are good in PvE from personal usage.
If you care to know I could post my build.
I’m not sure if the PvP scene is big enough for this to be worthwhile. But I’m unsure.
Though I personally think some sort of replay system would do wonders for PvP, and overall class balance. I think a replay system would be a way to educate people about other classes and understand strategies. Maybe it would help remove all these misinformed posts on the forums. Or even we could somehow download the replay and tell them what they did wrong, kinda like SC2 replays or something. I would really look forward to a replay system, or a delayed spectator mode.
Underwater is fickle, but I have no troubles beside that. The only times it doesn’t work is if the opponent has Aegis or the evade it. On pistol and short bow using auto-attack will waste the charges more often that not. When I ran a complete venom build (now I use 3 venoms and scorpion wire) turning off auto-attack is a must and learning to carefully plan shots with ranged is important.
Basilisk Venom in my opinion used to be much better off before they altered duration which it stays on charge, which was 45 seconds. This meant you could plan on using it whenever you needed it, but they changed it to 30 seconds on charge duration, which means if you spec 20% less cooldown, you still have to wait 6 seconds without it. So I preferred it the way it was before. But in my opinion, I still think Basilisk Venom is quite good though many disagree.
I think you’re very right OP on all statements. I consider it to be one of the more honest posts on this forum regarding Thief.
@Catalyst:
I wonder, was he using Cloak and Dagger as soon as the Stealth buff disappeared? That would explain why he never got the Revealed debuff for 3 seconds. If that’s the case the best counter is to dodge right around when the Thief would use CnD then when he is revealed CC or AoE where he was. If there is a successful immobilize and such, pound the Thief down in the spot he was last at unless there are signs of being elsewhere.
You must have received it from a PvP chest. Unidentified Dye from these chests are bound (can’t remember if account or soul) therefore you can’t sell it.
I like it OP. It’s definitely one of the more synergistic builds I’ve seen in a while. The might stacking from Venoms and dodge rolls, along with endurance regeneration is all really nice.
Personally I would swap out Skale Venom with Devourer Venom as it would make it easier to pull off CnD on opponents and using Sneak Attack. Other reasons to swap out Skale venom is redundancy in some traits and abilities. For example, you automatically apply weakness on your opponents with poison which can be done by stealing or using Spider Venom. Vulnerability is easy to apply thanks to Body Shot and CnD which both add 5 stacks of vulnerability. By changing to Devourer Venom it would remove the redundancies and immobilize many opponents a few times over when shared.
I would also trade out Cloaked in Shadows (IV) for Infusion in Shadow (V) in Shadow Arts. Reason being, you don’t have any other stealth options beyond CnD and without the 3 additional initiative brought by 15 into Trickery it would be more cost effective and allow for more potential damage and initiative usage in the long run as the net cost of using CnD would be 4 initiative versus 6. These are just my thoughts, take them and leave them as you feel necessary. Overall, good job.
I don’t think Sorrow was saying the Backstab combo was severely weakened. Unless I’m reading something incorrectly, because I agree with what you said… Which I thought Sorrow was implying to OP….
Covering Anet? Are you kidding?
Have you even considered what you’re saying might be completely exaggerated?
People are telling you fairly kindly what’s up and you act like they are protecting Anet for some reason. Good grief.
Listen to what Sorrow said.
Wiser with Age is correct. Deadly Arts is about raw damage and Venoms. The minor trait is very useful and well placed.
It’s probably because you spam abilities. You have to wait for your abilities stack to clear before using it. Reason being, steal is instant regardless of the stack, meaning if you catch it midway between vital shot (.5 second cast time), it will decloak you the instant vital shot follows through. This is why the Steal + Cloak and Dagger combo is so popular. To prevent this don’t press abilities too quickly and wait for your character to finish his or her attacks then steal. It will always work then. So it’s NOT a bug.
. Like you said, it adds an element of strategy, which is not fun for YOU.
You’ll find that more people want it removed, rather than revamped/tweaked or left alone.
The downstate is directly related to death/losing.
How is that? If i die 10 times or kill someone 10 times, there is still the downed state 10 times. You actually make even less sense than that because in other games when you drop to 0% hp you DIE, in this game you get another chance or can at least stall a little. Which should make ‘death/losing’ less frustrating.
Because you usually die from being in downstate that’s why.
For the rest of what you said… What’s your point? You said only something that everyone already knows. Yes, we have a downstate most games don’t.
Which should make ‘death/losing’ less frustrating.
Did you read the rest of what I posted?
ASP has a good point OP.
Also I believe you’re over thinking and not seeing the big picture of a build. Number crunching is good only once you have the basic concept of what you’re trying to do. You’re going to want to obviously increase the stats that are most important to you. If you’re going for a crit build then increase precision and critical hit damage. Find anything that enhances these stats (traits, armor, runes, sigils) and add to them. Once you’ve done this you’ll get to a point where you’ll understand what you need more of and less of. The best way to do this cheaply is to experiment in the PvP area where everything is free and maxed out.
. Like you said, it adds an element of strategy, which is not fun for YOU.
You’ll find that more people want it removed, rather than revamped/tweaked or left alone.
That’s a hefty assumption to make. To know what the majority wants and doesn’t want regarding downstate would be difficult. For example, if you asked people as they browse the forum what they think of downstate you’d probably be right that most don’t like it. But there are two major factors about doing this. For one, the forums is generally where people come to complain. This is obvious. However the other is based more so on the time in which you ask. The downstate is directly related to death/losing. Being in the downstate usually means you have lost and that’s that. I think it’s very safe to assume most people don’t like losing. But, imagine them at a different point in time, instead in combat. What if they are revived and ultimately win a battle because of this? Their opinions might be different at that point of time relative to a time if they were doing something else. I hope this adds some complexity to the decision, so it’s not so clear cut as some are making it to be. Also, this doesn’t mean I’m right. Perhaps it is better to remove the downstate. The decision lies ultimately with Anet.
I suggested the bleed out option to OP because his/her major complaint seemed to be rooted in that in competitive play, in which they force you to bleed out to prolong your ineffectiveness.
While I don’t see the point of the first half of your argument, that a large potion of YOUR PvP is in the downstate and that your fingers are sore, I can say something about the other half.
I personally think that there should be some sort of suicide button that becomes available after a certain amount of time. But, I think your perception of what is considered fun is misunderstood. You imply that if there was no downstate, the game would be more fun. Yet, I disagree. Whether you win or lose a fight, someone is not going to have fun. Removing the downstate wouldn’t change that. However, a counter argument could be made that downstate prolongs this period of “unfun”. From which I could say that this is true to a degree. Like you said, it adds an element of strategy, which is not fun for YOU. But you have to remember, this game wasn’t designed to please everyone. A lot of people enjoy the strategic aspect of PvP. Also, for most competitive players fun comes from beating an opponent and ultimately winning. Most of the time, how they do it is not relevant. I believe that’s why there isn’t much complaint from them.
Point is, your only valid complaint is that you are forced to bleed out most of the time. For which I suggest the notion of a suicide button that appears after a certain amount of time.
I think it’s interesting from an objective standpoint, based on what is mentioned by most on the forums people tend say similar things.
Thieves claim they are pigeonholed into a burst build.
Elementalists claim they are pigeonholed into bunker build.
It’s even more interesting it seems from the forums perspective that if a burst Thief fights a non-bunker Elementalist, the Thief will almost always win. But if a non-burst Thief fights a bunker Elementalist, the Elementalist will almost always win.
Whether the player base wants this kinda of dedicated roles is confusing. I tend to see a fair amount of complaints wanting the “Trinity” back, yet many want their role to be able to handle all builds and not have hard counters. These are just my perspectives, correct me if I’m wrong.
Edit: I forgot to ask, at what point does skill factor in?
(edited by Vile.5678)
For those who are wondering, the Rune of Lyssa cooldown is 45 seconds. If you have the reduced venom time by 20% trait, you have to wait 9 additional seconds to get all boons, or cycle every other Basilisk Venom application. If you run without, it will activate all times for you.
My preferred elite skill is Basilisk Venom. Why? Because it fits into my build element, control. From which it does an excellent job. It serves many roles, but my favorite is it’s protection it offers me. It’s my get out of jail free card. Combined with Mug, I can steal onto my attacker instantly stopping their attack. It has saved my numerous times against burst warriors and thieves.
Daggerstorm is weak against those who understand it. People who don’t will stay in range of the daggers, and fire into it, essentially killing themselves.
Thieves Guild is ok. I think it’s mostly used to add to burst damage or a distraction. They offer certain abilities such as scorpion wire. I don’t use it mainly because it doesn’t fit into my build, it has a long cooldown, and I don’t NPCs in this game.
Funny you mention that. I created a build about two weeks ago and I considered it a burst bleed build.
I’ve managed to stack 23 (sometimes 24) stacks of bleed in about 7 seconds.
I don’t use it anymore though.
That’s a good question.
From memory, it seemed like I couldn’t hear abilities of opponents when they were stealthed. Whether this is true or not, I’m not sure.
It’s not just poisons, it’s all the venoms. I’ve already posted this as an issue in the bugs thread at the top of the forum. However, whether or not Anet will see it or even acknowledge this as an issue, is unknown.
Those venom suggestions… Have you EVER used venoms? No seriously, have you? Because to make these suggestions implies you have noooooooooooooooo idea how venoms work or how they balance.
For crying out loud people understand something before you want to change it! I’m so tired of reading threads like this that have no depth to them, or reasoning to why it would even be remotely worthwhile to change. I disagree with all them because of this.
Residual Venom is my favorite trait… Also, you guys realize that Spider Venom reduces the heal effectiveness of the opponent by 33% too? That’s a pretty big deal.
Just because it’s your favorite doesn’t make it remotely good, haven’t you noticed all of your extra procs are being lost to maximum condition times?
I agree Venomous Aura needs a SLIGHTLY larger range, but that’s about it. Basilisk Venom is very strong. There are VERY few creatures that can resist it, and it’s usually champions, but even sometimes it works on them. I was skeptical about the change of making Basilisk Venom a type of stun, breakable, but the addition of .5 seconds seems sooooooo much longer than it used to, and I love it.
If your using Basilisk Venom often in PvE… As for in PvP it almost always overwrites itself so it’s pretty meh.
Venoms are good! I promise you! But I feel like I’m one of the very few who think so….
I agree they are good if you spec into their might and healing traits for PvP, but the problem is VENOM SHAREING is made pointless by conditions that stack duration, but only to a very small ceiling, causing most of your extra conditions to just disappear or add an extra second of chill ect…
Try to stay on the topic of how to make venom-sharing viable
Before you continue to suggest replacing Residual Venom because you believe it isn’t a worthwhile trait, let me ask you this:
How isn’t having extra venom charges good?
You say: “haven’t you noticed all of your extra procs are being lost to maximum condition times?”
And if I understand correctly my answer is: No, because I don’t spam auto-attack and waste it all at once.
Which leaves me to assume you’re someone who uses auto-attack and/or has twitchy fingers (spamming 1) while having venoms charged. The idea of having more charges isn’t significant to you, because you never allow the second or third charge a chance to actually make a difference. And to continue further, if you assume an extra charge isn’t good enough, then why not complain about having two charges with Devourer Venom? If you’re argument for what I just said is something along the lines of “because of condition removal!” or “what if they evade!” then you only further the point that Residual Venom is a worthwhile trait.
To the statement that Basilisk Venom “overwrites itself” falls under the category of exactly what I just explained above. Also, I could go on and on about why Basilisk Venom is a very strong venom, and even more so coupled with Residual Venom. But, for the sake of not deviating from the overall idea presented above, I will not.
For your topic OP, you say nothing to actually improve the concept of venom sharing. Also, you REALLY need to elaborate on your ideas.
" The biggest problem with venomshare right now is that almost all the venoms have abilities that stack duration and get overriden"
- Do you mean conditions by abilities and their stack durations?
– Do you mean conditions by venoms and their stack durations?
– Get overridden by condition removal? Overridden by what?
“Obviously increasing the max duration of the abilities would make venomshare too overpowered for PvP so another solution I would like to see is adding an effect.”
- Again, max duration of abilities? Do you mean, max duration of conditions caused by abilities?
“Grandmaster
Hemotoxic Venom:
Inflict Bleeding (5 Seconds) when triggering a venom. This can only occur once per strike.OR
Dermotoxic Venom:
Deal Damage when triggering a venom. This can only occur once per strike."
- How would these traits affect anyone but yourself as you use the venom? Or do you want others to have access to these traits via yourself?
I want to believe I can understand what you’re talking about, but your diction is very unclear. I hate to write such a scathing reply, but in order for a concept to be adapted it must be criticized and questioned.
Rune of Lyssa is more useful if you have a cooldown on the elite 45 seconds or less, such as Basilisk Venom. I use Lyssa because of this, so I get the condition removal and boons quite often. Rune of the Undead is generally a good option for condition builds. But, it’s totally up to you. The random boon I get from healing is nice too.
Residual Venom is my favorite trait… Also, you guys realize that Spider Venom reduces the heal effectiveness of the opponent by 33% too? That’s a pretty big deal.
I agree Venomous Aura needs a SLIGHTLY larger range, but that’s about it. Basilisk Venom is very strong. There are VERY few creatures that can resist it, and it’s usually champions, but even sometimes it works on them. I was skeptical about the change of making Basilisk Venom a type of stun, breakable, but the addition of .5 seconds seems sooooooo much longer than it used to, and I love it.
Venoms are good! I promise you! But I feel like I’m one of the very few who think so….
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